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TouchDesigner Documentation MCP Server v2.3 - Pure MCP server for VS Code/Codium with comprehensive operator documentation for 629 operators + 7 tutorials across all categories (TOP, CHOP, SOP, DAT, MAT, COMP, POP). Features experimental POP operators wit
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{
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"description": "The Lookup TOP replaces color values in the TOP image connected to its first input with values derived from a lookup table created from its second input or a lookup table created using the CHOP parameter. When using the 2nd input, the lookup table is created by defining a line (start and end position) on the TOP image. When using a CHOP the lookup table is created directly from the CHOP's values and the 2nd input is ignored.",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Lookup replaces color values in the image connected to its first input with values derived from a lookup table created from its second input or a lookup table created using the parameter. When using the 2nd input, the lookup table is created by defining a line (start and end position) on the image. When using a the lookup table is created directly from the 's values and the 2nd input is ignored.\t\t\nThe Index Range parameter can be used to define the minimum and maximum index values that will map to the first and last values in the lookup table. When the index goes outside of this range, it will hold on the first or last value of the lookup table.\nSee also Remap TOP, Displace TOP.\nlookupTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n method - - Choose to use a line from the 2nd input (defined using UV coordinates) or values to define the lookup table.\n\n secondinput - Use the Dark UV and Light UV parameters to define the lookup table as a line extrated from the 2nd input. chop - Use a referenced in th parameter to define the lookup table.\n\n index - - The Index Range maps the index values to the lookup table's start and end and defaults to 0 and 1. The first parameter represents the start of the lookup table. When the index color has this value, it will index the start of the lookup table. The second parameter represents the end of the lookup table and behaves in the same way. Note: When the index goes outside of this range, it will hold on the first or last value of the lookup table.\n\nindex1 - The minimum index value that maps to the start of the lookup table. Indices below this value will hold on the first value of the lookup table.index2 - The maximum index value that maps to the end of the lookup table. Indices above this value will hold on the last value of the lookup table. index1 - index2 -\n\n channel - - The Index Channel controls how the color from the input is turned into a index to do the lookup. By default, the RGBA Independent option will do a separate lookup in each channel i.e. the red output channel will be based on the red value in the lookup table and the red value in the index image. For other options, like Luminance or RGBA Average, a single index value is calculated from the index color and all channels of the output image will be taken from the same pixel of the lookup table at the given index.\n\n luminance - red - green - blue - alpha - rgbaverage - average - rgbmax - max - independent -\n\n independentalpha - When enabled, the Alpha value of the output image is retrieved independently from the lookup table based on the alpha channel of the index image (the first input). This option can reproduce the legacy behavior of using the luminance to lookup the RGB values while using the alpha to separately lookup the alpha value. This option has no effect if using the 'RGBA Independent' or 'Alpha' index channel options since those modes already use the alpha channel as an index.\n\n\n\n darkuv - - Set the UV position to use for dark end of the lookup table. In the original image connected to the first input, any pixel with a value of (0,0,0) will be replaced by the value found at this UV position in the image connected to the second input.\n\ndarkuv1 -darkuv2 -\n\n darkuvunit - - \n\n pixels - fraction - fractionaspect -\n\n lightuv - - Set the UV position to use for light end of the lookup table. In the original image connected to the first input, any pixel with a value of (1,1,1) will be replaced by the value found at this UV position in the image connected to the second input.\n\nlightuv1 -lightuv2 -\n\n lightuvunit - - \n\n pixels - fraction - fractionaspect -\n\n chop - the to use to define the RGBA (A is optional) values in the lookup table.\n\n\n\n clampchopvalues - Clamps values between 0-1.\n\n\n\n displaylookup - Outputs the lookup table itself, instead of replacing the color values of the first input.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the parameter below, giving direct control over width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n npasses - Duplicates the operation of the the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Lookup can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). A Reference is (1) a Parameter Reference, a parameter in an OP that is a name or path to another operator, (2) a Node Reference, an expression in a parameter or DAT script that contains the name or path of another operator, (3) a DAT Cell Reference or (4) a CHOP Channel Reference.\n\n\nA Link or Reference is a dashed line between nodes that represent other data flowing between nodes. Examples are CHOP Exports, node Paths in parameters, and expressions in parameters referencing CHOP channels, DAT tables and other nodes. In contrast is a Wire that connects nodes in the same Operator Family.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Lookup_TOP&oldid=27025\"\n\t\tCategory: TOPs",
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"description": "From Derivative\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tJump to navigation\n\t\tJump to search\n\t\t\nThe Lookup replaces color values in the image connected to its first input with values derived from a lookup table created from its second input or a lookup table created using the parameter. When using the 2nd input, the lookup table is created by defining a line (start and end position) on the image. When using a the lookup table is created directly from the 's values and the 2nd input is ignored.\t\t\nThe Index Range parameter can be used to define the minimum and maximum index values that will map to the first and last values in the lookup table. When the index goes outside of this range, it will hold on the first or last value of the lookup table.\nSee also Remap TOP, Displace TOP.\nlookupTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n method - - Choose to use a line from the 2nd input (defined using UV coordinates) or values to define the lookup table.\n\n secondinput - Use the Dark UV and Light UV parameters to define the lookup table as a line extrated from the 2nd input. chop - Use a referenced in th parameter to define the lookup table.\n\n index - - The Index Range maps the index values to the lookup table's start and end and defaults to 0 and 1. The first parameter represents the start of the lookup table. When the index color has this value, it will index the start of the lookup table. The second parameter represents the end of the lookup table and behaves in the same way. Note: When the index goes outside of this range, it will hold on the first or last value of the lookup table.\n\nindex1 - The minimum index value that maps to the start of the lookup table. Indices below this value will hold on the first value of the lookup table.index2 - The maximum index value that maps to the end of the lookup table. Indices above this value will hold on the last value of the lookup table. index1 - index2 -\n\n channel - - The Index Channel controls how the color from the input is turned into a index to do the lookup. By default, the RGBA Independent option will do a separate lookup in each channel i.e. the red output channel will be based on the red value in the lookup table and the red value in the index image. For other options, like Luminance or RGBA Average, a single index value is calculated from the index color and all channels of the output image will be taken from the same pixel of the lookup table at the given index.\n\n luminance - red - green - blue - alpha - rgbaverage - average - rgbmax - max - independent -\n\n independentalpha - When enabled, the Alpha value of the output image is retrieved independently from the lookup table based on the alpha channel of the index image (the first input). This option can reproduce the legacy behavior of using the luminance to lookup the RGB values while using the alpha to separately lookup the alpha value. This option has no effect if using the 'RGBA Independent' or 'Alpha' index channel options since those modes already use the alpha channel as an index.\n\n\n\n darkuv - - Set the UV position to use for dark end of the lookup table. In the original image connected to the first input, any pixel with a value of (0,0,0) will be replaced by the value found at this UV position in the image connected to the second input.\n\ndarkuv1 -darkuv2 -\n\n darkuvunit - - \n\n pixels - fraction - fractionaspect -\n\n lightuv - - Set the UV position to use for light end of the lookup table. In the original image connected to the first input, any pixel with a value of (1,1,1) will be replaced by the value found at this UV position in the image connected to the second input.\n\nlightuv1 -lightuv2 -\n\n lightuvunit - - \n\n pixels - fraction - fractionaspect -\n\n chop - the to use to define the RGBA (A is optional) values in the lookup table.\n\n\n\n clampchopvalues - Clamps values between 0-1.\n\n\n\n displaylookup - Outputs the lookup table itself, instead of replacing the color values of the first input.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the parameter below, giving direct control over width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n npasses - Duplicates the operation of the the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Lookup can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). 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"description": "The Lookup replaces color values in the image connected to its first input with values derived from a lookup table created from its second input or a lookup table created using the parameter. When using the 2nd input, the lookup table is created by defining a line (start and end position) on the image. When using a the lookup table is created directly from the 's values and the 2nd input is ignored.\t\t\nThe Index Range parameter can be used to define the minimum and maximum index values that will map to the first and last values in the lookup table. When the index goes outside of this range, it will hold on the first or last value of the lookup table.\nSee also Remap TOP, Displace TOP.\nlookupTOP_Class\n\nContents\n \n \n \n \n \n \n \n\n\n\n\n\n method - - Choose to use a line from the 2nd input (defined using UV coordinates) or values to define the lookup table.\n\n secondinput - Use the Dark UV and Light UV parameters to define the lookup table as a line extrated from the 2nd input. chop - Use a referenced in th parameter to define the lookup table.\n\n index - - The Index Range maps the index values to the lookup table's start and end and defaults to 0 and 1. The first parameter represents the start of the lookup table. When the index color has this value, it will index the start of the lookup table. The second parameter represents the end of the lookup table and behaves in the same way. Note: When the index goes outside of this range, it will hold on the first or last value of the lookup table.\n\nindex1 - The minimum index value that maps to the start of the lookup table. Indices below this value will hold on the first value of the lookup table.index2 - The maximum index value that maps to the end of the lookup table. Indices above this value will hold on the last value of the lookup table. index1 - index2 -\n\n channel - - The Index Channel controls how the color from the input is turned into a index to do the lookup. By default, the RGBA Independent option will do a separate lookup in each channel i.e. the red output channel will be based on the red value in the lookup table and the red value in the index image. For other options, like Luminance or RGBA Average, a single index value is calculated from the index color and all channels of the output image will be taken from the same pixel of the lookup table at the given index.\n\n luminance - red - green - blue - alpha - rgbaverage - average - rgbmax - max - independent -\n\n independentalpha - When enabled, the Alpha value of the output image is retrieved independently from the lookup table based on the alpha channel of the index image (the first input). This option can reproduce the legacy behavior of using the luminance to lookup the RGB values while using the alpha to separately lookup the alpha value. This option has no effect if using the 'RGBA Independent' or 'Alpha' index channel options since those modes already use the alpha channel as an index.\n\n\n\n darkuv - - Set the UV position to use for dark end of the lookup table. In the original image connected to the first input, any pixel with a value of (0,0,0) will be replaced by the value found at this UV position in the image connected to the second input.\n\ndarkuv1 -darkuv2 -\n\n darkuvunit - - \n\n pixels - fraction - fractionaspect -\n\n lightuv - - Set the UV position to use for light end of the lookup table. In the original image connected to the first input, any pixel with a value of (1,1,1) will be replaced by the value found at this UV position in the image connected to the second input.\n\nlightuv1 -lightuv2 -\n\n lightuvunit - - \n\n pixels - fraction - fractionaspect -\n\n chop - the to use to define the RGBA (A is optional) values in the lookup table.\n\n\n\n clampchopvalues - Clamps values between 0-1.\n\n\n\n displaylookup - Outputs the lookup table itself, instead of replacing the color values of the first input.\n\n\n\n\n\n outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the parameter below, giving direct control over width and height.\n\n resolution - - Enabled only when the parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -\n\n resmenu - A drop-down menu with some commonly used resolutions.\n\n\n\n resmult - Uses the Global Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.\n\n\n\n outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.\n\n aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -\n\n armenu - A drop-down menu with some commonly used aspect ratios.\n\n\n\n inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.\n\n filtertype - - This controls pixel filtering in the viewers.\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. Use this to get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.\n\n npasses - Duplicates the operation of the the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.\n\n\n\n chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.\n\n\n\n format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.\n\n\n\n -\n -\n\nExtra Information for the Lookup can be accessed via an Info CHOP.\n\n\n\n - Horizontal resolution of the in pixels. - Vertical resolution of the in pixels. - Horizontal aspect of the . - Vertical aspect of the . - Depth of 2D or 3D array if this contains a 2D or 3D texture array. - Total amount of texture memory used by this .\n - Number of times the operator has cooked since the process started. - Duration of the last cook in milliseconds. - Frame number when this operator was last cooked relative to the component timeline. - Frame number when this operator was last cooked relative to the absolute time. - Time in milliseconds at which the operator started cooking in the frame it was cooked. - Time in milliseconds at which the operator finished cooking in the frame it was cooked. - 1 if operator was cooked this frame. - Number of warnings in this operator if any. - Number of errors in this operator if any.\nTouchDesigner Build: Latest\\n2021.100002018.28070before 2018.28070\nTOPs\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \n\nAn Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.\n\n\n\nAn Operator Family which operate on Channels (a sequence of numbers (Samples)) which are used for animation, audio, mathematics, simulation, logic, UI construction, and data streamed from/to devices and protocols.\n\n\n\nA CHOP outputs one or more channels, where a channel is simply a sequence of numbers (Samples), representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. Channels can be Exported to Parameters.\n\n\n\nA Link. The grey dashed lines between nodes is a Reference or Link that indicates one operator is getting data from another operator from any Operator Family.\n\n\nThe grey dashed lines between nodes is a Reference (or Link). A Reference is (1) a Parameter Reference, a parameter in an OP that is a name or path to another operator, (2) a Node Reference, an expression in a parameter or DAT script that contains the name or path of another operator, (3) a DAT Cell Reference or (4) a CHOP Channel Reference.\n\n\nA Link or Reference is a dashed line between nodes that represent other data flowing between nodes. Examples are CHOP Exports, node Paths in parameters, and expressions in parameters referencing CHOP channels, DAT tables and other nodes. In contrast is a Wire that connects nodes in the same Operator Family.\n\n\n\nThe width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.\n\n\n\nThe viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.\n\n\n\n\n\n\n\n\nRetrieved from \"https://docs.derivative.ca/index.php?title=Lookup_TOP&oldid=27025\"",
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"description": "index - - The Index Range maps the index values to the lookup table's start and end and defaults to 0 and 1. The first parameter represents the start of the lookup table. When the index color has this value, it will index the start of the lookup table. The second parameter represents the end of the lookup table and behaves in the same way. Note: When the index goes outside of this range, it will hold on the first or last value of the lookup table.\n\nindex1 - The minimum index value that maps to the start of the lookup table. Indices below this value will hold on the first value of the lookup table.index2 - The maximum index value that maps to the end of the lookup table. Indices above this value will hold on the last value of the lookup table. index1 - index2 -",
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"description": "channel - - The Index Channel controls how the color from the input is turned into a index to do the lookup. By default, the RGBA Independent option will do a separate lookup in each channel i.e. the red output channel will be based on the red value in the lookup table and the red value in the index image. For other options, like Luminance or RGBA Average, a single index value is calculated from the index color and all channels of the output image will be taken from the same pixel of the lookup table at the given index.\n\n luminance - red - green - blue - alpha - rgbaverage - average - rgbmax - max - independent -",
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"description": "independentalpha - When enabled, the Alpha value of the output image is retrieved independently from the lookup table based on the alpha channel of the index image (the first input). This option can reproduce the legacy behavior of using the luminance to lookup the RGB values while using the alpha to separately lookup the alpha value. This option has no effect if using the 'RGBA Independent' or 'Alpha' index channel options since those modes already use the alpha channel as an index.",
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"name": "Dark UV",
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"description": "darkuv - - Set the UV position to use for dark end of the lookup table. In the original image connected to the first input, any pixel with a value of (0,0,0) will be replaced by the value found at this UV position in the image connected to the second input.\n\ndarkuv1 -darkuv2 -",
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"description": "darkuvunit - - \n\n pixels - fraction - fractionaspect -",
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"description": "lightuvunit - - \n\n pixels - fraction - fractionaspect -",
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"description": "chop - the to use to define the RGBA (A is optional) values in the lookup table.",
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"name": "Clamp CHOP Values",
"label": "Clamp CHOP Values",
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"description": "clampchopvalues - Clamps values between 0-1.",
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"name": "Output Lookup",
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"description": "displaylookup - Outputs the lookup table itself, instead of replacing the color values of the first input.",
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"description": "outputresolution - - quickly change the resolution of the 's data.\n\n useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the parameter below, giving direct control over width and height.",
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"description": "useinput - Uses the input's resolution. eighth - Multiply the input's resolution by that amount. quarter - Multiply the input's resolution by that amount. half - Multiply the input's resolution by that amount. 2x - Multiply the input's resolution by that amount. 4x - Multiply the input's resolution by that amount. 8x - Multiply the input's resolution by that amount. fit - Fits the width and height to the resolution given below, while maintaining the aspect ratio. limit - The width and height are limited to the resolution given below. If one of the dimensions exceeds the given resolution, the width and height will be reduced to fit inside the given limits while maintaining the aspect ratio. custom - Enables the parameter below, giving direct control over width and height.",
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"description": "resolution - - Enabled only when the parameter is set to Custom . Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.\n\n resolutionw - resolutionh -",
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"description": "resmenu - A drop-down menu with some commonly used resolutions.",
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"description": "resmult - Uses the Global Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this is affected by the global multiplier.",
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"description": "outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)\n\n useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
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"description": "useinput - Uses the input's aspect ratio. resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square. custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.",
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"description": "aspect - - Use when Output Aspect parameter is set to Custom Aspect.\n\n aspect1 - aspect2 -",
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"description": "armenu - A drop-down menu with some commonly used aspect ratios.",
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"description": "inputfiltertype - - This controls pixel filtering on the input image of the .\n\n nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native . linear - Uses linear filtering between pixels. This is how you get images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native . mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.",
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"description": "fillmode - - Determine how the image is displayed in the viewer.\nNOTE:To get an understanding of how TOPs work with images, you will want to set this to Native as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.\n\n\n useinput - Uses the same Fill Viewer settings as it's input. fill - Stretches the image to fit the edges of the viewer. width - Stretches image to fit viewer horizontally. height - Stretches image to fit viewer vertically. best - Stretches or squashes image so no part of image is cropped. outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer. nativeres - Displays the native resolution of the image in the viewer.",
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"name": "Passes",
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"description": "npasses - Duplicates the operation of the the specified number of times. Making this larger than 1 is essentially the same as taking the output from each pass, and passing it into the first input of the node and repeating the process. Other inputs and parameters remain the same for each pass.",
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"description": "chanmask - Allows you to choose which channels (R, G, B, or A) the will operate on. All channels are selected by default.",
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"description": "format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.\n\n useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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"description": "useinput - Uses the input's pixel format. rgba8fixed - Uses 8-bit integer values for each channel. srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. rgba16float - Uses 16-bits per color channel, 64-bits per pixel. rgba32float - Uses 32-bits per color channel, 128-bits per pixels. rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel. rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel. rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue , 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite). rgb16float - rgb32float - mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel. mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel. mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel. rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel. rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel. rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel. a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel. a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel. a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel. monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel. monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel. monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.",
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